Ultimate Torment & Torture (New Screens p.26)

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Vader
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Post by Vader »

I´ve seen worse skyboxes, but let´s say it´s just not perfect :wink:
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Graf Zahl
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Post by Graf Zahl »

I'd say something non-warping would be better. How about the KDIZD sky in red? I think that would look great.
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Tormentor667
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Post by Tormentor667 »

Graf Zahl wrote:I'd say something non-warping would be better. How about the KDIZD sky in red? I think that would look great.
This is something I had in mind before... let's see if I can modify that a bit and make it look better for maps like TNT3 M2 ... ;)
Nightmare Doom
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Post by Nightmare Doom »

what about stacked sectors in KDIZD?
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Siggi
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Post by Siggi »

Nothing. Now go away.
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Tormentor667
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Post by Tormentor667 »

Nightmare Doom wrote:what about stacked sectors in KDIZD?
Already in use, but not part of this thread!
king_necro
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Post by king_necro »

Hmmm..well can't wait to see the new sky, the one shown reminds me a bit of blood and lava was that what you were going for or it was just a random pick? Well either way continue to keep up the great work. :D
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Ryan Cordell
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Post by Ryan Cordell »

Hey Torm, one question. How can I edit TNT3 so I can exclude the particle snow? Apparently it's slowing my GZDoom to snail-speed.. Nonplayable, literally.
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Graf Zahl
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Post by Graf Zahl »

You have to open the level in an editor, go to the script editor and delete script 100. After that the snow is gone.

Script 100 looks like this:

Code: Select all

// Snow
script 100 OPEN
{
        Thing_Projectile(random(const:1,6), T_BRAINS, random(0, 224), 10, -(5));
        delay(random(const: 5, 16));
        restart;
}
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Ryan Cordell
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Post by Ryan Cordell »

This is what I hate, finding out how to solve problems right after I post them. Gets me on my nerves. :?

Thanks anyway, Graf.
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Bio Hazard
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Post by Bio Hazard »

Strange, I don't have any problems with the snow.

P42.2 2048x1536@75 ZD96x

Pulls 30-50FPS rather consistantly.
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Graf Zahl
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Post by Graf Zahl »

The snow is much more expensive in GL. With snow off I can play the map with 85 fps (VSync on) but as soon as the snow starts falling I'm down to 40 fps. With the software renderer the overall percentage of execution time the snow needs is considerably lower, especially at high resolutions.

Slower computers will start to choke much earlier though. With snow on there are 700 or more moving actors in the map and that costs quite some time to handle, especially the pointer cleanup.
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Bio Hazard
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Post by Bio Hazard »

So why aren't there generic configurable particle fountains yet? it would certainly make things like weather effects easier.
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Ryan Cordell
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Post by Ryan Cordell »

Graf Zahl wrote:The snow is much more expensive in GL. With snow off I can play the map with 85 fps (VSync on) but as soon as the snow starts falling I'm down to 40 fps. With the software renderer the overall percentage of execution time the snow needs is considerably lower, especially at high resolutions.

Slower computers will start to choke much earlier though. With snow on there are 700 or more moving actors in the map and that costs quite some time to handle, especially the pointer cleanup.
Explains why my 1.5 or 1.7 GHZ system can't handle it. =/
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Graf Zahl
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Post by Graf Zahl »

Bio Hazard wrote:So why aren't there generic configurable particle fountains yet? it would certainly make things like weather effects easier.

Not really. In this case the big problem is that the snowflakes still have to do collision checks. This is pretty much unavoidable and can't be done with particles without getting the same kind of speed hit.

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